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Steam announcementView the game on SifterAugust 30, 2026

1.1 - Overhaul Update #1

Hello Everyone,

Today, we are happy to announce and ship our first update for Sealed.

So far, the reception to the game has been extremely positive, and we are thrilled.

However, we feel there is still some work to be done in polishing things up to where we want them.

This update is the first in a series that will keep fixing and adding to the game over time until we feel it's at a perfect point.

Here is the changelist for this update:

Performance

  • Fixed the big framerate killer: Switched to on-demand shadow rendering
  • Dropped the default preset to Medium and rebalanced all quality presets with cheaper shadow sizes.
  • Fixed input delay

Controls & display

  • Added a resolution dropdown menu to Display settings (Adaptive / 4K / 1440p / 1080p / 900p / 768p / 720p)
  • Made the game default to launching fullscreen.

Difficulty overhaul

  • Rebuilt difficulty from a single factor (incoming damage) into five factors: enemy count, detection aggression, enemy HP, damage, speed, and resource scaling.

Environment & lighting

  • Simplified lighting for performance while keeping shadows/reflections: trimmed per-fixture light range and gave shattered lights no light at all.
  • Added per-fixture light states: healthy, half-lit, flickering, and fully shattered
  • Made lights breakable
  • Added broken ceiling pipes with dripping water (wet-floor decals + falling droplets)
  • Added a ceiling occupancy grid so lights, pipes, ducts, and beams don't clip into each other

Extraction door

  • Added locked blast doors on both sides of the extraction

Props & signage

  • Made cones, fire extinguishers, and wet-floor signs bigger and more realistic.
  • Removed sandbags, green wall monitors, green exit signs, the green generator panel glow, and DANGER/KEEP OUT signs.
  • Made pallets flat and low so you can walk over and jump across them
  • Reduced wall and ceiling clutter density so it doesn't look spammed.
  • Thinned the wall warning triangles

Combat & movement

  • Small crates now break in one wrench swing, big ones in two.
  • Overhauled the flashlight into a realistic two-cone design (tight hot-spot + soft spill) with hand-held sway, and fixed the bug where it stopped lighting at close range.
  • Vents now require manually holding crouch to enter, and the exploit where you could stand up inside a vent and clip through the map is fixed — the crouch-lock now fully covers the pass-through zone.
  • Fixed rifle and shotgun reload stutter

Enemies

  • Added a new "sickly" detailing pass: weeping sores, dark engorged veins, gangrenous/necrotic patches, and dripping ichor.

Audio

  • Darkened the music tone (keeping the dynamic feature)
  • Removed the sprint-engage exhale sound and made the sprinting footstep identical to the walking one.
  • Made the wrench tap sound play only on surface contact and added a glass-shatter sound for breaking lights.

Bug fixes

  • Fixed two separate boot crashes that stuck the game on "loading core systems"

Thanks and have fun!

Posted by the game’s developer or publisher to its Steam community hub and published by Valve through Steam’s public news API. Sifter reproduces it unedited and writes none of it.